I was also faced with the argument that Dark Bargain allows the warlock to take Hour of Twilight on Ultraxion, as an example of its pinnacle performance in PvE content. While it's a decent point, it still doesn't change the fact that Dark Bargain is a comparitavely awful survival cooldown. Compare the Dark Bargain talent to all of the other abilities which can be used in the same manner. Here, I'll list them for you guys:
- Anti-Magic Shell: Baseline ability. 45 second cooldown. Effectively reduces spell damage taken by 50% of maximum health. Grants runic power bar on absorb. Prevents magical debuffs from affecting the Death Knight.
- Anti-Magic Zone: Talented ability. 2 minute cooldown. Absorbs approximately half of the aforementioned ability, assuming an individual -- not necessarily the death knight -- is alone in the area of effect.
- Thick Hide + Barkskin: Specialization ability. 1 minute cooldown. Reduces spell damage taken by 40%. Can be used while under most crowd control effects.
- Ironbark + Barkskin: Specialization ability. 2 minute cooldown. Reduces damage taken by 46%.
- Survival Instincts: Specialization ability. 3 minute cooldown. Reduces damage taken by 50%.
- Aspect of the Iron Hawk + Deterrence: Talented ability. 2 minute cooldown. Reduces damage taken by 49%. Unable to attack while damage is absorbed.
- Ice Block: Baseline ability. 5 minute cooldown (Note: Effectively 3 minute cooldown with Cold Snap, but no longer baseline). Negates all damage and debuffs. Unable to act while damage is absorbed.
- Greater Invisibility: Talented ability. 2.5 minute cooldown. Reduces damage taken by 90%. Cleanses two DoT effects on cast.
- Cauterize: Talented ability. 2 minute cooldown. Anti-death effect leaving the mage with 10% of maximum health (Note: effectively 50% of maximum health if paired correctly with Temporal Shield).
- Stance of the Sturdy Ox + Fortifying Brew: Specialization Ability. 3 minute cooldown. Reduces damage taken by 40%.
- Zen Meditation: Baseline Ability. 3 minute cooldown. Reduces damage taken by 90%.
- Diffuse Magic: Talented Ability. 1.5 minute cooldown. Reduces spell damage taken by 90% and clears all magical effects from caster.
- Dampen Harm: Talented Ability. 1.5 minute cooldown. Reduces damage taken by 50%.
- Divine Shield: Baseline Ability. Negates all damage and debuffs. Reduces damage dealt by 50% while damage is absorbed.
- Divine Protection: Baseline Ability. 1 minute cooldown. Reduces spell damage taken by 40%.
- Ardent Defender: Specialization Ability. 3 minute cooldown. Anti-death effect leaving the paladin with 15% of maximum health.
- Guardian of Ancient Kings: Specialization Ability. 3 minute cooldown. Reduces damage taken by 50%.
- Pain Suppression: Specialization Ability. 3 minute cooldown. Reduces damage taken by 40%.
- Guardian Spirit: Specialization Ability. 3 minute cooldown. Anti-death effect leaving the target with 50% of their maximum health.
- Dispersion: Specialization Ability. 2 minute cooldown. Reduces damage taken by 90%. Unable to act while damage is absorbed.
- Cheat Death: Talented Ability. 1.5 minute cooldown. Anti-death effect leaving the rogue with 10% of maximum health.
- Cloak of Shadows: Baseline Ability. 2 minute cooldown. Negates all spell damage.
- Astral Shift: Talented Ability. 2 minute cooldown. Reduces damage taken by 40%.
- Shield Wall: Baseline Ability. 5 minute cooldown (Note: 2 minute cooldown as specialization ability). Reduces damage taken by 40%.
So, what does this comprehensive list prove? Well, first and foremost, it proves that every class in the game is capable of taking at least one Hour of Twilight style effect, should they need to. Secondly, we learn that just about every class in the game has an equivalent ability, most of which are comparatively better, in almost all situations -- and especially so in the described PvE situation.
The simple fact is that there's just no comparison for Dark Bargain with most other abilities when factoring in class toolkits. It's just awful, balance-wise. Not one of the parallel talented abilities has a 3 minute cooldown. The longest one is Greater Invisibility, at 2.5 minutes, which reduces damage taken by 90% for half the duration. It's also a complete threat dump, invisibility effect, and minor cleanse. Half of the baseline abilities -- including Unending Resolve -- are better than it, and it also comes at the cost of our only long-term survivability effect, where most other classes receive it baseline, or for specialization.
At the end of the day, it's a brute force of a potentially amusing, but highly unrealistic concept:
[link]
---------- Post added 2012-09-20 at 03:31 AM ----------
This really doesn't change my effective analysis, though. Yes, you can do this. But it still doesn't change the fact that you'll be taking the excess damage after the effect fades, which means the healer needs to spam heal you to keep you alive and compensate accordingly. Survival cooldowns which result in spam-healing to stay alive aren't exactly the measure of balance I'd use, personally. The general idea of a survival cooldown is that it's supposed to dissuade enemies from attacking you, not make them want to attack you more; which is exactly what Dark Bargain does.
I'd also argue that under this circumstance you have much better options: Demonic Circle, Dark Regeneration, Shadowfury or Howl of Terror, Unending Resolve, Healthstone, etc. None of them leave you more vulnerable post-use, and they all have shorter cooldowns. Warlocks used most of these same tools prior to the implementation of our current short-duration cooldowns. I can't really imagine Dark Bargain playing a make or break role under these circumstances.
There's also the point that one benefit of using Soul Link with a pet, is that you can put your healer in complete LoS from you (and ideally, your assailants) with your pet nearby, and still receive full healing without an issue. This adds a whole new dimension to arena PvP and LoS strategies, and helps to proactively avoid the very circumstance that Dark Bargain supposedly resolves.
This is true, but the same synergy -- as well as some additional, depending on your pet and talent choices -- is present with Soul Link. Still, Twilight Ward doesn't absorb for that much, and you're still taking anywhere from 30% to 50% extra DPS while they attack you post-absorb. Furthermore, it absorbs all spell damage with your PvP 4-piece bonus, so the synergy with either talent choice is a bit of a moot point.
Popping two cool-downs to half-strength the post absorb death sentence is faulty at best. Even if it works, it leaves you with a glass house for the following 2.5 minutes. The point is that arena PvP is almost always a cooldown game, and if you need to use a second cooldown to make the first reasonably decent, it's just not a good cooldown to begin with.
This is a bit skewed. Each talent has its flaws and benefits, yes. The main downside with Soul Link is it also double-dips on DoT effects and rare things like Havoc. The distinction between Soul Link and Dark Bargain, is that Soul Link's flaw can be influenced through active play (toggling it according to necessity) while Dark Bargain's excess damage post-absorb is an unavoidable side-effect of the spell.